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changing radial part 'attach' side depth?


Tassyr

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So I have a part model and the code for it. I'm using the bits the Fustek allowed free use of- the internals. I just wanted to convert one to an external part.

The catch is- when I try to place the part on a ship, it sinks into whatever part I'm placing it on. How do I change where the 'back' of a model is, for the editor's sake?

Erm, additionally I kinda found out you can't pick the part up again once you place it in the VAB. Any idea how I'd remedy that? I'm very new to using models and such, so I apologize if this is basic.

Edited by Tassyr
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because it's an internal prop, it has no collider, that's why you can't pick it up. This should be fixable in Unity by adding a convex mesh collider component to the visible mesh, I know little of the Fustek IVA props so I don't know how feasible that is.

If you mean that it's rotated improperly when you pick it up, that's a matter of the part's orientation in Unity, again easy to fix if you can get it in Unity.

If you mean that it's rotated improperly when you try to put it on something, that just means you need to fiddle with that node_attach some more, the snippet nhnifong posted is a little misleading so here's a different way of saying it

// definition format is Position X, Position Y, Position Z, X Rotation, Y Rotation, Z Rotation, Node size
node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0

I included the seventh value for completeness, node size is mostly irrelevant for surface attach parts, and wholly irrelevant for something as small as this.

Also keep in mind that X Rotation literally means "Rotation along the X Axis", but also note that you cannot rotate along more than one axis at a time properly due to a bug, and rotation values are 0.0-1.0, with 1.0 being equal to 180 degrees rotation.

At first glance messing with Xr, Yr, and Zr will probably confuse you, work with one value at a time and you should be able to get a hang of it, unfortunately it's something you have to figure out yourself.

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because it's an internal prop, it has no collider, that's why you can't pick it up. This should be fixable in Unity by adding a convex mesh collider component to the visible mesh, I know little of the Fustek IVA props so I don't know how feasible that is.

If you mean that it's rotated improperly when you pick it up, that's a matter of the part's orientation in Unity, again easy to fix if you can get it in Unity.

If you mean that it's rotated improperly when you try to put it on something, that just means you need to fiddle with that node_attach some more, the snippet nhnifong posted is a little misleading so here's a different way of saying it

// definition format is Position X, Position Y, Position Z, X Rotation, Y Rotation, Z Rotation, Node size
node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0

I included the seventh value for completeness, node size is mostly irrelevant for surface attach parts, and wholly irrelevant for something as small as this.

Also keep in mind that X Rotation literally means "Rotation along the X Axis", but also note that you cannot rotate along more than one axis at a time properly due to a bug, and rotation values are 0.0-1.0, with 1.0 being equal to 180 degrees rotation.

At first glance messing with Xr, Yr, and Zr will probably confuse you, work with one value at a time and you should be able to get a hang of it, unfortunately it's something you have to figure out yourself.

Is there a guide to this somewhere? I've no idea what I"m doing, at all. >.<

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